Mesh skinning using dx11


#1

hi,

i try to get mesh skinning working with dx11 /assimp nodes - i ported the skinning shader but it seems that the blendweights are not part of DX11.indexed Geometry. or am i wrong?

  • what about the skinning geomFX from mre2 - are there any examples?

#2

Hey

this one works

with best wishes from microdee

This is a rough working port of the AssetsDB project to DX11

no contribution update because it awaits some fundamental new approach soon.

AnimatedCharacter DX11.rar (20.2 MB)


#3

Ah and now I also found that initial example from microdee

It works with instancing

Requires Emeshe or MREmod2

note it doesnt use assimp node and I also couldnt test so far the latest dx11 alpha build but it uses the old collada node and wraps it for dx11

dx11 skinning (4.1 MB)


#4

thanks for your efforts. will try that out tomorrow and get back to you.

best,

i.


#5

Blend indices/weight are loaded by assimp if available.

For skinning (skeleton support), this is added in latest alpha.


#6

just did not see an output pin e.G. for bindposes…


#7

thanks - for sharing - good examples!


#8

33.7 here and this is just not working, models is either just standing and moving in circle or break apart with wierd transformation when i turn on collada

i just want to place a non human model with animation into project, and cant find a way to do it

i found emeshe example from microdee work, but i would like to use default dx11, not emeshe for this :/

///nevermind, i realized i can just reuse the microdee example for normal dx11, still some definitive answers to this topic would be cool, with help file that works etc


#9

moments later…
this could help: DX11 DAE Skinning Animation